4 ms·
Makes me think of the voxel displacement renderer ( https://blog.danielschroeder.me/blog/voxel-displacement-modernizing-retro-3d/ https://blog.danielschroeder.m
by lynndotpy 1y ago
Makes me think of the voxel displacement renderer ( https://blog.danielschroeder.me/blog/voxel-displacement-modernizing-retro-3d/ https://blog.danielschroeder.me/blog/voxel-displacement-mode... ) from a year ago.
I had an idea a little back about using hand-drawn mipmaps (.5x, 1x, 2x, etc) scales for sprites, with some method for nearest neighbor, (e.g. with a 3x scale taking pixels from the 2x and the 4x scale). I imagined I wasn't the first to have that idea, but it was just a passing thought. I wonder if OP is doing anything like that?
Anyways, very neat.
- MattRix 1y agoThat mipmaps thing is an interesting idea!
- lynndotpy 1y agoI'm sure I wasn't the first to think of it, and I think that's roughly what we're seeing here: https://www.youtube.com/watch?v=v9FMp5QgOvY&t=108s https://www.youtube.com/watch?v=v9FMp5QgOvY&t=108s If you go frame by frame, the texture becomes more detailed, about 8x as many pixels. It looks like a normal LOD switch as the camera gets close to the wall. It might be a texture without enough in-between scales.